You obviously cannot replace “2D” by “3D” in any code and it will work (that would be amazing though
).
What I’m saying is that, if you find a good tutorial or reference for a 2D grid based system, the concepts can be applied in 3D, as you’re looking for a 2D movement, with a 3D rendering.
For instance, say you have a Node2D moving on a grid. To move, you’ll change its global position x and y axis, and however you do that, what matters is that you eventually move an object on 2 axis.
In Godot’s 3D implementation, the y axis is up and the z axis is depth (or “forward”). So, to move an object on a 3D grid, you need to change its global position x and z axis instead of x and y, but the way you do it (move_and_slide
function, doing a direct addition like global_position += some_movement
, etc.) is essentially the same.
Taking a 2D concept and applying it in 3D is definitely something that works (it may not always be easy, I’ll give you that, but it works). A jump curve of a 2D platformer is only a curve and can be used for a 3D jump. A chess game can be implemented in 2D or 3D, as the gameplay is exactly the same, only the rendering and pawn positioning code would change. Even more abstract concepts, as noise generation or cellular automata, are most of the time seen in 2D as it’s easier to understand that way, but their algorithms can be extended in 3D.
EDIT: I’ll add that doing 2.5D is Godot mostly consists of using Sprite3D, I suppose. So, what you could do is look for resources online to implement grid based movement in 3D. I think it will be easier to start from here directly, than looking for 2D resources and convert them yourself in 3D, if you’re struggling with the idea.
I hope that makes sense. Feel free to ask otherwise 